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Last update for (2)Native Nature : 2009, 05, 12 10:22
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
230 (2)Native Nature 128*128Starparty1.3final

The map has been rated 61 times and got a total of 80 points

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Comments:   GMCS (0 elements)

A shot at making a map with more freestyle terrain, just for the sake of it.. Also stuffed it with tactical possibillities here and there.. a tiny SF editing to finnish it of. Atleast it looks kinda cool :)
good job. The small high-ground spots in front of each players 3. expansion bother me though. They would hinder unit movement too much imo. It would be much too easy to turtle in a base where you already have 2 gas and A LOT of minerals.
Indeed a nice looking map. I'd say the bases are a bit too defendable, though. Especially red player's expansion at the ramp can be covered from the main's plateau a bit too easily - so I suggest you widen those exps up since you already got a natural in the base. Or at least make it harder for red to defend his, as they aren't quite balanced.

Other than that, I can only think of one problem that is sometimes mentioned. The z player needs a 3rd gas somewhere mid/late game, and it is pretty hard to claim at this map. Perhabs you should move the 2ns mins only exps a bit farther away from main but give them a gas.
Perhaps like this..? as for the chokes hefty, that must surely be the same for both pos. take a closer look
* the -cliff ramp- chokes that us
Oh nvm, now i kniow what u mean
how about now then?
The 3. natural (!) should be easier to attack. Take away those high ground pylons that block there. Make it more open. Anyways, the expos are too "rich" imho. You can just turlte and mass until you reach 180 Supply. Thats quite boring.
Looking into it later. makes sense though.
Should bases be connected to cliff too? small passage blockable with pyl or supply :o
Some nice expo/cliff concepts in this one. Would be good to re-use on a map executed a bit differently.

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